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Zusatzinhalte für dieses Spiel

8. November

Hi, everyone! We’ve got a new hot fix for you. There’s a ton of bug fixes in this update! Included in this update are a LOT of coop fixes to parts and upgrades (this should address many of the lost part issues with coop), some optimization work on FX, some fixes to a lot of sound assets, and some soft lock issues...and a LOT of smaller polish level bugs on rooms, collision, lighting, navmesh, translations, and balance.

Thanks again for all your support, Mothergunship fans!

Here are the full notes:

Dragon Boss Visibility in Coop is fixed

Fixed issue with player losing parts if they accepted a coop invite mid-crafting

10. Oktober

So, we just released a new MAJOR content update today, free for all PC owners (coming soon to consoles in the coming weeks). This update brings a slew of new features, a whole new story campaign, and tons of bugfixes, improvements, and balance adjustments!

NEW STORY CAMPAIGN:

NEW “What’s in a Name?” Campaign: Follow along as the Resistance brings on an unfortunate number of new crew members, discovers a mysterious new threat to humanity, reveals chilling secrets about the Alien Armada, and then fails horribly at giving any of them good names!

NEW SHIP TYPE [NAME REDACTED]:

Unfortunately, we can’t tell you the name of this new playground to fight in or it would spoil a bunch of jokes. Here’s a pretty screenshot of it instead.

And…with a new ship…comes a new boss…the intimidatingly good-looking DRAGON TRAIN. Goodluck, soldier!

[NEW GAME MODE: [NAME REDACTED]:

So, maybe basing all our jokes around names was a bad idea. Unlocked by beating the new story campaign, a new way to play MOTHERGUNSHIP awaits you: one filled with challenges that encourage bigger, beefier, weapons!

REBALANCED GUNS, DIFFICULTY, AND ENDGAME:

We’ve been listening to our fans and working hard to bring them an experience that everyone can enjoy. Whether this means encouraging you to build larger guns or smoothing out the earlier mission difficulty a bit, we’ve been paying attention and have acted!

AND MORE:

Looking for more things to kill? Face off against the Drill Jaw, Electric Hound, Rolling Energy Turret, and the dreaded…uh…Dreadbot.

Tired of running out of gun energy? Find a new Energy Fountain and show your foes the power of unlimited Ammo!

Find yourself needing more guns? The New Patented Item and Part Emitter (P.I.P.E. Mail) Delivery System lets you summon gunparts from the HQ…for a price!

Also, new loot alcoves, new Timer Rooms, new special gun parts, new electric hazards, new ways to die in Dice Roll rooms, a lot of new rooms of the other ship types, 3 new music tracks to enjoy, a whole heap of bug fixes, optimizations, and adjustments, and a whole lot more other stuff!

Actually, we should just post the whole patch notes list, because it's massive.

NEW FEATURES:

New pops for many existing rooms

Rebalanced Weapons, energy recharge, mob, mission difficulty, and bullet speed, settings to have a narrower spread between low tier and high tier, resulting in easier earlier game, mostly unaffected late game, and slightly more difficult Endless mode super-late game

New endgame repeatable mission using Reactor Set, allowing for better construction of more planned out guns, farming of more money, and farming of more parts

New Reactor Set and 40 new rooms, mission icons, custom action and ambient music, and mission map screen ships

Fixed issue with game language being forced to whatever OS language was

Fixed issue with Energy recharge getting locked to 0

Fixed some doors in neon and MGS that were forced to always be shops

Fixed some issues with secrets not spawning loot correctly

Fixed exploits with some mobs being unable to properly aim if you ran too close to them

Fixed map loading exploits in main menu

Fixed issues with some challenges not completing in a bunch of rooms

For those asking specifically about the balance changes, here's a short bit on that:

A small but super impactful change is that we've taken the gray/blue guns and buffed them a bunch, allowing for the weaker guns to still be an option without things getting as bullet spongy. We've also increased the stash size (well that was an old change but was the first part of this rebalance) and amount of items you can bring into a lot of missions, allowing for much bigger guns and much more over the top gameplay. Then we did a pass on all mobs for sanity checks of their HP with the new weapons. And then the new miniboss challenges give you a bit more of an end-level challenge (for some missions, not all the time), and a higher bullet-speed scaling cap helps reign in those super high endless mode runs a little. The main campaign difficulty was lowered, but the endgame now has door timers, which means you can't rush-complete things quite so much there. And then, finally, we created a whole new mode where you can use your stash to plan out a nice gun over many rooms while also stocking up on parts and finding more gold--so losing as endgame MGS run isn't quite as severe of a setback. Also, in the MGS endgame minicampaign, we made it so you only need to complete TWO of the three paths to progress to the MGS itself. We made it so more mobs drop the temp stat upgrades, making things a bit easier and added loot alcoves, which are nice buff for the player as well.

Whew! Anyway, we worked super hard on this update and hope you all enjoy it!